The fastest platformer around just got even faster – avoid fatal hazards, dodge hostile robots and use the Level Editor tools to create your own amazing Cloudbuilt stages!
User reviews: Very Positive (527 reviews)
Release Date: Mar 20, 2014

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Recommended By Curators

"High Speed platforming game that is all about precision and figuring out the best routes. Easy to pickup, hard to master and recommended."

Recent updates View all (26)

September 1

New game-mode + new content + competition

Greetings fellow cloud runners! Today marks the day of the latest exciting update to Cloudbuilt and the addition of a brand new game-mode called Level Rush Mode, but that is not all. We are also adding all new levels to test your mettle on!

The Level Rush Mode challenges you to tackle a playlist of levels in a row without pause with a shared pool of 99 extra lives complete with dedicated leaderboards for each of the 5 playlists. It’s now easier than ever to speedrun the game and compare your times!
For the launch of the new mode we’ve also added 4 new achievements! Some easier and some which will be sure to test the skill of even the top players.

Two of the levels we are adding are what we call battle challenges. A battle challenge is similar to a remix level, heavily inspired by a previous level but these ones are turned into a deadly gauntlet of enemies, truly testing your combat skill. For those asking if the No Ammo mode is still playable on these levels, the answer is YES! Though it’s rather insane if you ask us…

As combat is not for everyone we’ve included another new level that is also a first of its kind. Kalifen has been working with us to polish up and rework his competition winning level into the first community-made design to become an official stage. It’s been heavily modified and the improvements are noticeable immediately. We recommend everyone to check it out, though it will require the Defiance DLC as it relies on assets from the DLC.

Additionally, the Fog Remix II level that previously was a custom level made by our level designer Keasar, has now been added to the level selection map making it easily available for everyone to enjoy!

Finally, to celebrate this event we are also hosting a race-to-the-finish competition!
The first player that can beat the new Demi-god achievement and upload a video of them doing so, will win a Demi portrait painted by Poi Poi Chen, and signed by the whole Coilworks team, plus a Coilworks T-Shirt! The second player completing this will also receive a T-Shirt. All players beating this achievement will earn a bucket of respect as this is one of the toughest, if not THE toughest achievement you will ever face! For anybody attempting it, I wish you the best of luck!

To participate in the competition you need to record a video of your complete playthrough while obtaining the achievement, upload the video to YouTube or any other publicly available video streaming service and tweet a link to the video with the hashtags #Cloudbuilt and #CloudbuiltCompetition.

Best of luck to everyone playing the new mode or trying out the new levels!

Here follows a short patch notice:
  • Added Level Rush Mode
  • Improved the main menu with color coding and better gamepad support.
  • Added a Level Rush Mode leader board to the main menu once you’ve unlocked one of the rush modes.
  • Added 4 levels to the level select menu.
  • Added 4 new achievements.
  • Patched a bug where restarting a wall-run from a wallslide state would sometimes not work.
  • Changed the lighting in one of the old storm levels
  • Lowered the jump distance on some Guardians on another storm level.
  • Tweaked collision to look less buggy on a pipe on the Defiance level Desire.
  • Added a more solid fix for the workaround for the driver bug of some AMD GPUs.
  • Fixed a small bug that in rare cases wold soft lock the game when jumping around while accessing the level select menu from the room.

4 comments Read more

April 24

Best Community Levels & Competition Winners

Thank you everyone for taking part in the Cloudbuilt Level Editor competition! We have had an exhilarating time exploring, speed-running and falling off of the creations submitted over the last month. The level editor has been wonderfully adopted as we had hoped and already Cloudbuilt has many more levels available to play than we could have ever created.

Without further ado, the first winner of the Mad Catz Tournament Edition R.A.T. and matching mouse mat is Kalifen with his entry "What goes up must come down"! Kalifen's level (linked below) features some eloquent wall running and generous use of Defiance's newly added boosters creating a whirlwind rush of a level. Be warned, intermediate skill is required however we fully recommend giving it a shot!

Coilworks have also chosen their favourite design to be awarded the Mad Catz mouse bundle. Here’s a message from them about their choice pick and some special mentions:

The community level that won our Coilworks choice is Chi Pa Pa’s Cacophony. It feels good to play, has a nice challenge level and have an interesting atmosphere.

There were a lot of great levels and we had a lot of fun playing through them all. We of course agree with the community that Kalifen made some truly amazing stuff but we would also like to mention a couple of other creators that made some levels that we really found to be extra interesting.

Three Paths by Bunny
Bunny showed just like Kalifen some really creative stuff, and many of the challenges were really inspiring.

Pyramids by Ztodko
Ztodko made a huge effort by working with a unique level theme, and trying to build up an interesting atmosphere. There was even a newly sculpted statue!

Mine F*** by Zanarias
Zanarias probably made the most confusing level of all and it was a true mess to play, but intentionally so. We had a lot of fun struggling our way through it, treating it more like a puzzle than anything else. We even started giving each other tips and sharing solutions while playing to try and conquer it as a team! We found it very interesting but it’s definitely an acquired taste.

Once again a big thank you from all of us here at Rising Star Games and Coilworks to the community for supporting the launch of the Cloudbuilt level editor.

Both competition winners will have received a friend request from RSG’s Spoonparty and he will ensure your prizes find you safely.

Have a great weekend!

-Rising Star Games and Coilworks

0 comments Read more


“Cloudbuilt is a gorgeous free-running game with a touching metaphorical dimension.”
8/10 – Eurogamer

“Could easily top game of the year lists… f*ck this brilliant bullsh*t.”
Rock Paper Shotgun

“... primed to be an intensely challenging, beautifully stylised runner/platformer.”
Total Biscuit

About This Game

Too fast, too furious and packed full of action – are you ready for the rocket-powered world of Cloudbuilt?

A game of speed, precision and freedom, use all the abilities of your rocket-powered suit to avoid fatal hazards, dodge hostile robots and reach not just the finish line, but the top of the worldwide leaderboards. Carve your own path through a multitude of mysterious floating ruins high above the clouds and show everyone you're the best!

Now with Steamworks Level Editor tools! Will you create the greatest Cloudbuilt community level ever?

  • Parkour-style platforming combines with action-packed gunplay as you race against the clock to complete each stage
  • Open level design allows you to carve your own route through any stage, then refine it to get the fastest time possible
  • Make your mark on the global leader boards – find new shortcuts and climb as high as you can!
  • Create your own Cloudbuilt stages with the Level Editor and upload them to Steamworks or download levels made by others.

(Please note: Use of level-building assets from Defiance DLC pack requires ownership of Defiance DLC. Minimum specs of Cloudbuilt are slightly higher than shown for those wishing to use the Level Editor tools)

System Requirements

    • OS: Windows 7
    • Processor: 2GHz Intel Dual Core processor
    • Memory: 2 GB RAM
    • Graphics: 512 MB OpenGL 3.2 compatible card
    • Hard Drive: 3 GB available space
    • Sound Card: Any compatible soundcard
    • OS: Windows 7
    • Processor: Intel Core i5 (or better)
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce 560 Ti (or ATI equivalent)
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Sound Card: Any compatible soundcard
Helpful customer reviews
21 of 22 people (95%) found this review helpful
1 person found this review funny
11.1 hrs on record
Posted: March 31
Attempting to learn Cloudbuilt is like scaling the face of a cliff with your bare hands. It offers no assistance, no guidance, and relentlessly beats you down to where the game can begin to feel almost hostile. There’s so much going on within a given level moving so fast and incomprehensibly, that getting your bearings can seem an impossible task in a game designed for a higher class of player. But Cloudbuilt’s most apparent problem is also one that’s almost entirely frontloaded, and once I made it over that wall and could peer over the whole of the game, Cloudbuilt evolved into one of the most endlessly satisfying and expanding games I’ve played in a very long time.

The controls that felt initially clunky began to showcase their ingenuity, inputs feeling natural and smooth as I chained moves together in a blur of animation. I stopped having to even consider which buttons I’d press and when, merging with my character to where her actions became an extension of myself. That’s not to say I no longer slip up, but those mistakes are now fully my own carelessness rather than the fumbling of button presses. And when I do land that perfect run, the feeling is incredible.

Cloudbuilt gives you such a control over your character that the act of pulling an insane jump or sequence of wall runs is that much more of a personal accomplishment. I was never coddled or helped along, which caused the first few hours to be a gauntlet of painful ineptitude, but once I grew past that point every success was entirely the result of my own skills versus the game giving me a helping hand. It’s a distinction that makes even just a basic series of jumps gratifying, each movement feeling intensely connected to my own input. Cloudbuilt is addictive not because of a daily grind or manipulative elements of its design, but purely how amazing it feels to do well at it. I’m not sure I could name another game that has given me such an intoxicating sense of satisfaction, calling me back even after I’ve played through every level because I just can’t get enough.

A lot of that is definitely owed to the wondrously and intentionally exploitable level designs. Though there have been games designed around freerunning before, Cloudbuilt is the first I’ve played that embodies its focus on experimentation and versatility. Levels are designed for the express purpose of speedrunning with a speedrunner’s mindset. Branching paths extend in every direction, directly incorporating the sort of impossible shortcuts and unorthodox approach to levels speedrunning is built upon. I wanted to replay levels because I knew there was always some way through I hadn’t tried; some faster run yet to be discovered, providing with it a glimpse at how enjoyable speedrunning can be without requiring I break the game or even be very good at it.

Everything in Cloudbuilt has such a sense of purpose, of perfect connectedness and intelligence. Your moveset and the levels you use it within compliment and expand upon each other. Small aesthetical touches like the colors of objects and enemies lend a great amount of readability to level designs, converging for the point of ensuring you’re forced to slow down as little as possible. The only thing Cloudbuilt does poorly is teaching you how to read a level and use the tools it gives you. It’s a challenging game to begin with, and requiring players largely figure it out on their own means many will likely give up early on before they arrive at the point of clarity several hours in.

That moment of comprehension never does arrive for the narrative unfortunately, regardless of how long you spend analysing it. Its method of delivery, that being narration after completing a level, is bland and exists in a space that almost begs to be skipped over, written in a style that’s verbose and crudely philosophical. There are themes worth discussing here, like the military’s abuse of its soldiers and the moral implications of experimenting on an comatose patient even if for the purpose of saving them, but they’re overwhelmed by wordy introspection that always seems to circle around and arrive at no conclusion. Perhaps it’s accurate for a character effectively trapped within their own head, but it’s no less difficult to digest and seemingly unconcerned with whether you pay any attention to it or not as it rambles on.

Cloudbuilt is one of the most remarkable games I’ve played in years. It’s also one of the most difficult to appreciate without committing yourself to a great deal of hardships. I wouldn’t be the least surprised if they proved too much for some players, but they’re troubles that exist all but entirely within the first few hours of play, standing as a barrier to an otherwise astoundingly intelligent and enjoyable game. I’ve yet to have a session of Cloudbuilt where I didn’t come away having discovered a new layer to its design or be even more interested in coming back again. Arriving at that point was unquestionably brutal, but having gotten to the other side of Cloudbuilt hurdle of comprehensibility, I’m extremely glad I stuck around to see it.

You can read more of my writing on Kritiqal.
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13 of 14 people (93%) found this review helpful
1 person found this review funny
222.0 hrs on record
Posted: June 12
Some people might say that Cloudbuilt is created for a very specific audience, but i don't believe this.

Over and over people, who bought the game, writing post in discussion board saying "Game too hard, make it easy". In less than a week ALL of them confess they actualy made it through. And if you ask them about specific problem that stoped their progress, they say "I already made it. It turned out to be easy." Read the [url]comunity discussion board[/url] if you don't believe me.

So if you expect yourself to complete tihs game within 8 hours (because you usualy do in other games) - you won't. You will complete it after 8.5 hours the next day.

I believe Cloudbuilt is for everyone. The only way to fail in this game is to stop playing.
Was this review helpful? Yes No Funny
10 of 11 people (91%) found this review helpful
1 person found this review funny
2.6 hrs on record
Posted: April 13
I'd like to start out by saying most of the bad reviews for this game seem to be more annoyed that the game requires high levels of precision and speed to succeed in. You are going to fail -- ALOT. You are going to give it all you got into getting the best possible score, and when you think you couldn't have done the level better than you just did, you will rewarded with a measly C-Rank. I went for a long time thinking the highest rank in the game was an A-Rank and was rewarded only to the gods of the boost: Oh, how naive I once was. The clunky controls are described simply by the fact that, yes, you have to boost AFTER you touch the wall or you're going to boost into the wall instead. To the people who complain over the fact that you have to press buttons at the right times or it's not going to work the way you intended, all I have to say is: Git gud.

Really, don't overlook the game simply because someone got frustrated by the un-forgivingness of the game. This is truly a gem of a game you'll be hurting for missing out on. It has amazing scenery and graphics that even had my high-performance PC hiccup at one point. It requires high levels of precision and proper use of your limited boost and firepower all at the same time as jumping precisely from wall to wall at just the right angle as well. It's a very difficult game, harder than Dark Souls, which gets such high levels of praise for being just that. I put this game off for so long because of all the poor reviews I saw for it even though it looked good and I'm sad I had. After finally giving this game a chance I found an unforgettable experience that I come back to time and time again and will always remember as the best and most difficult free-pathed speed-running game I've ever played in my life!

To address another complaint I read; Is this game for everybody? No. But why are you trying to criticize a game for not being for everybody if it clearly advertises itself as a high-precision speed-run game?

One of my favorite games, may even consider ranking it one of my Top-Ten of all time! 5/5
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4 of 4 people (100%) found this review helpful
605.7 hrs on record
Posted: June 16!!! Super hard (especially at first) but super rewarding once you start getting the hang of it.

Pros: Lots of modes (once you unlock them). Cool community and community levels. Leaderboards to chase too!
Story is interesting (not a big part of game). Rad design.

Cons: You have to sort of figure it out as you go (may be a plus in the end).

If you give it a chance, this game will be one you keep going back to for a long time.

This game rocks!
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5 of 6 people (83%) found this review helpful
1 person found this review funny
11.7 hrs on record
Posted: April 4
Assassins Creed and Mirrors Edge are games about parkour and climbing things, and this is too.
Main difference being that this game is REALLY HARD. You should be prepared to put hours in and you'd better enjoy dying frequently. Even then you might find the controls unforgiving and they're the main complaint I could level at the game as they take a good few hours to master.

When you get the hang of it you're rewarded with fantastic, well designed levels full of obvious routes, less obvious routes, shortcuts and exploits for you to tackle with your jetpack & rocket boots.

The soundtrack deserves praise for being catchy and varied, and the graphics, while technically fairly basic, are pleasing enough and provide some lovely environments in the sunnier level branches.
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